| |||
---|---|---|---|
Part of the Stronghold in a restored state. | |||
General | |||
Type | Stronghold | ||
Exits |
World Map Endless Paths of Od Nua Black Meadow Woodend Plains | ||
Buildings |
Artificer's Hall Brighthollow Chapel Craft Hall Curio shop Main Keep Warden's Lodge | ||
Point of Interest |
Hedge Maze Training grounds Merchant Stalls Forum | ||
Other | |||
Side Quests | The Old Watcher | ||
Technical | |||
Internal Name | AR_0601_Stronghold_Exterior | ||
Loading Screen | |||
File:Lsc caed nua 01.jpg |
The Caed Nua stronghold is located in the Eastern Reach, north of Defiance Bay. It is directly above the Endless Paths of Od Nua. In Pillars of Eternity, Relatively early in their adventure, the player is awarded a stronghold and house. The Stronghold then becomes the common rally point for their companions and a domain to manage.
They can use this as a base of operations for storage, rest, organization and investment as they desire. The stronghold also has a unique play mechanic surrounding the allocation of resources. This is geared toward making the stronghold a profitable side-venture for the characters. The Stronghold provides the player with the ability to make large scale changes, undertake special quests, customize the contents of the stronghold and the surrounding environment, and engage in light strategic gameplay between adventures.[1][2]
Management
When the player comes into possession of the stronghold, it is old and dilapidated, and they will want to work with their steward to upgrade it as soon as they can. These upgrades will, in turn, increase security or prestige of the place, open up new activities and events that can happen, which will make the stronghold a dynamic and fun place to own. You can further influence it by employing hirelings to stay at your stronghold.[3]
You can begin collecting taxes from your populace as soon as you gain the stronghold. The amount of taxes you collect increases with your prestige (because people know of you and like you), but the amount also increases with higher security, since some taxes are lost to banditry. Additionally, security helps reduce the number of "bad" random events, while prestige increases the number of "good" random events. You will want to keep both of those values high. [3]
- Rating summary
- Security – reduces the taxes you lose to banditry and the frequency of “bad” random events.
- Prestige – increases the taxes you collect and the frequency of “good” random events.
Upgrades
The stronghold and house can be restored and upgraded to increase its aesthetic and practical value. Upgrades are useful in that they can unlock a number of fringe benefits. Most upgrades in some way impact either the Prestige or Security of the place. These traits are all-important in determining the success of unexpected events. Other upgrades offer additional buffs to your characters' traits, which are useful in the field.[1]
All such upgrades cost both money and in-game time to build but you don't have to wait at the stronghold while they are built. You can continue adventuring, and you will be notified when they are built. Upgrades can also serve as prerequisites for other upgrades. Individual sections of the stronghold get upgraded individually and each section has two states, ruined and restored.[4]
Name | Bonus | Prestige | Security | Cost | Build Time |
---|---|---|---|---|---|
Training grounds | Might resting bonus | + 0 | + 2 | 1500 cp | 2 days |
Library | Lore resting bonus | + 2 | + 0 | 900 cp | 2 days |
Forum[5] | Intellect resting bonus | + 4 | + 0 | 1200 cp | 2 days |
Hedge Maze[5] | Stealth resting bonus | + 0 | + 3 | 1400 cp | 2 days |
Botanical gardens | creates plants every turn | + 1 | + 0 | 1800 cp | 2 days |
Curio shop | produces creature parts every turn | + 1 | + 0 | 1800 cp | 2 days |
Dungeons | you can take certain NPCs as prisoners | + 0 | + 0 | 1200 cp | 3 days |
Bailey | needed to build the Training grounds.[3] | + 2 | + 0 | 800 cp | 2 days |
Barracks | needed to hire hirelings. | + 0 | + 3 | 2000 cp | 3 days |
Warden's Lodge | Survival resting bonus and bounties | + 2 | + 2 | 1000 cp | 2 days |
Artificier's Hall | Mechanics resting bonus | + 1 | + 0 | 1600 cp | 2 days |
Craft Hall | Dexterity resting bonus | + 1 | + 1 | 1600 cp | 2 days |
Chapel | Resolve resting bonus | + 4 | + 0 | 2000 cp | 2 days |
Training grounds | Might resting bonus | + 0 | + 2 | 1500 cp | 2 days |
Towers | Perception resting bonus | + 2 | + 1 | 800 cp | 3 days |
Woodland Trails | Athletics and Constitution resting bonus | + 1 | + 2 | 1500 cp | 3 days |
West Curtain Wall | Protection from the west | + 0 | + 4 | 2500 cp | 4 days |
South Curtain Wall | Protection from the south | + 0 | + 4 | 2500 cp | 4 days |
Main Keep | needed for visitors and adventures | + 3 | + 4 | ||
Brighthollow Restoration | needed for resting | + 2 | + 0 | 500 cp | 2 days |
Eastern Barbican | Bars passage to Woodend Plains | + 1 | + 2 | Free | Instantly |
Western Barbican | Bars passage to Isce Ien River | + 0 | + 2 | 900 cp | 3 days |
Merchant Stalls | Access to a merchant | + 0 | + 0 | 1400 cp | 2 days |
Brighthollow Courtyard Pool | Repair pool | + 1 | + 0 | 600 cp | 1 day |
Brighthollow Hearth | Restore order to the keep | + 1 | + 0 | 600 cp | 1 day |
Brighthollow Lab | Restore lab | + 1 | + 0 | 600 cp | 1 day |
Benefits of upgrading
There are five bonuses you will receive for getting and upgrading your stronghold.
- Resting bonuses – Several of the upgrades to your stronghold will grant temporary bonuses to your attributes or skills when you rest in Brighthollow.
- Adventures for idle companions – Companions that are recruited but aren't in the party will remain at your stronghold[6] and gain a fractional amount of experience (typically about 75%).[7] While they are idling away at the stronghold, they can take part in their own adventures, earning additional experience for themselves and extra money, items and reputation bonuses for you. If a player uses the stronghold system to manage characters when they aren't in the party, they can have full XP parity if the player wants them to.[8]
- Merchants - Some of the upgrades host merchants.
- Ingredients – Some of the upgrades will generate ingredients used for crafting and enchantment.
- Special offers – Sometimes visitors to your stronghold will have rare items for sale, or perhaps they will offer you items in return for something else.
- Security - Most of the upgrades improve the security of the stronghold, protecting your wealth and residents.
- Wealth – You own all of the surrounding lands near the stronghold and impose a tax on all of the inhabitants,[3] but the tax isn't an endless source of income.[9]
Hirelings
Once the player has restored the Barracks in the keep, they can hire up to eight hirelings that can add to the stronghold's Security and Prestige. They can also be used to provide aid to supplicants and to help defend the stronghold during an attack. The player always pre-pays for the services of hirelings for a fixed period of time. Some hirelings will automatically leave after their pay-period is up. If the player cannot pay for the services of a hireling, the most expensive hirelings no longer apply their bonuses to the stronghold. The player has to either find the funds or dismiss the hireling to make use of that slot.[1]
Some hirelings of varying classes are constantly available as a standard. Guest hirelings are available as a result of special events and the player's faction reputations. Their availability at the house may only be for a limited time, or their loyalty might be contingent on the player’s continued good graces with a particular faction.
Given the extreme personalities of some guest hirelings, their bonuses tend to be higher than that of the standard. In some cases, however, their positive bonus in one attribute can come with an added penalty to another. Select hirelings with budget and a healthy balance of Prestige and Security in mind.[1]
Hireling | Source | Class | Cost per day | Security | Prestige |
---|---|---|---|---|---|
Berathite Cleric | Common | Priest | 10cp | +1 | +1 |
Blooded Thug | Common | 10cp | +1 | +1 | |
Goldpact Knight[10][11] | Common | Paladin | 10cp | +2 | |
Mercenary Mindstriker | Common | 10cp | +2 | ||
Orderless Disciple | Common | Monk | 10cp | +2 | |
Rauatai Linebreaker[10] | Common | 10cp | +2 | ||
Skirmish Archer | Common | 10cp | +1 | +1 | |
Vagabond Skald | Common | Chanter | 10cp | +2 | |
Vailian Shock Mage | Common | Wizard | 10cp | +2 | |
Vanguard Soldier | Common | 10cp | +1 | +1 | |
Warden of the Wilds | Common | 10cp | +2 | ||
Aedyran Noble Women | Guest | 200cp | +6 | ||
Brutish Warrior | Guest | Barbarian | 50cp | +2 | +3 |
Dunryd Psion | Guest | Cipher | 100cp | +2 | -2 |
Fellow of St. Waidwen | Guest | Paladin | 90cp | +3 | +1 |
Glanfathan Soul Hunter | Guest | Cipher | 100cp | +3 | +2 |
Vicious War Criminal[10] | Guest | Fighter | 350cp | +3 | -4 |
Aldwyn | Salty Mast Brothel | 10cp | +2 | ||
Big Durmsey | Salty Mast Brothel | 10cp | +2 | ||
Gjefa | Salty Mast Brothel | 10cp | +2 | ||
Iqali | Salty Mast Brothel | 10cp | +2 | ||
Lyrinia | Salty Mast Brothel | 10cp | +2 | ||
Orico | Salty Mast Brothel | 10cp | +2 | ||
Fampyr | The Champion of Berath | 20cp | +5 | -3 | |
Crucible Chevalier | Winds of Steel | Paladin | 20cp | +2 | +4 |
Doemenel Thief | The Changing of the Guard | Rogue | 20cp | +4 | +2 |
Dozens Mercenary Captain | The Bronze Beneath the Lake | Fighter | 20cp | +3 | +3 |
Avenger of Skaen | Blood Legacy | Priest | 65cp | +3 | -2 |
Korgrak | A Farmer's Plight | Ogre | 50cp | +6 | -6 |
Random Events
After getting the stronghold, over time, there is a chance for unexpected events to take place at the stronghold. The events are partially dictated by the Prestige and Security of the house, its purchased upgrades, and hirelings in the player's employ.[1] When a random event occurs, you will be told regardless of whether or not you are physically there. Sometimes, you will need to deal with the event immediately, but usually you are given some time to decide what to do.
Visitors
The most common event at your stronghold is having a visitor arrive. There are all kinds of visitors, but they all share one thing. They can adjust your prestige and/or security just by being at your stronghold.
- Some visitors give good bonuses and some of these visitors can even be employed as hirelings and will stay on as long as you pay them.
- Others are not so great, and you can pay them to leave, or get of your unassigned companions to act as an escort to their next location (making the companion unavailable for a time).
- Some visitors will offer rare items for sale, and some might even offer a very rare item in exchange for one of the prisoners in your dungeon. Items acquired this way can be found in the treasure chest in the Main Keep.
If Visitors die during their stay, the stronghold suffers a Prestige penalty for a while.[12]
Visitor | Requirements | Effect | Resolution |
---|---|---|---|
Bad Visitors | |||
Cruel Lord | -3 prestige -2 security |
||
Town Drunk | -2 prestige | ||
Wanted Criminal | |||
Gafol the Drunkard | -2 prestige |
| |
Lord Byrnwigar |
| ||
Nyry the Deft Hand |
| ||
Solmar the Shackler |
| ||
Prestigious Visitors | |||
Aedyran Dignitary | |||
War Hero | |||
Odeyna Fyrgest | +5 prestige +5 security |
| |
Wealthy Lord | +6 prestige | ||
Berolt | +3 prestige +2 security |
||
Lord Sidroc | +3 prestige |
| |
Prisoner Requests | |||
Geyda | none |
| |
Family Request | |||
Experiments Request | |||
Slaver Request | |||
Rare Item Merchants | |||
Art Dealer | |||
Vailian Merchant | |||
Exotic Wares Merchant | |||
Azzuro | |||
Supplicants |
Adventures
After the Great Hall is restored, each turn there's a chance of an off-screen adventure becoming available through the stronghold management interface. Unlike quests, you cannot resolve these yourself - you must assign one of your idle companions to complete the adventure, making them unavailable for the specified number of turns.
If you don't assign anyone to it, the adventure disappears after a limited time. Once you've assign a companion to it, recalling them prematurely cancels the adventure and forfeits any rewards that would have been earned. If the adventure is completed, money and item rewards from the adventure are placed in the treasury chest of the Great Hall, and the companion who was assigned gets additional XP (not shared with the party).
The adventures you can get, are:
Adventure | Unique item | Additional rewards | |
---|---|---|---|
Minor (1 turn) 2d50+Prestige > 25 | |||
A Court of Spirits | Belt of Chimes | 15% XP, 150-300 cp | |
A Forgotten Hollow | Wyrwood Ring | 15% XP | |
Black Waters, Broken Tombs | ycg Br Tomb Fragment | 15% XP | |
Clerical Errors | St. Borragia's Tears | 15% XP, 150-350 cp | |
Sacred Skin | Greenstained Boots | 15% XP, minor item | |
The Ivory Horn | The Nautilus of Or-Grammon | 15% XP, 150-300 cp | |
The Night Mirror | Night Mirror Fragment | 15% XP | |
The Sky Breaker | Rod of Wind and Thunder | 15% XP, minor item | |
Witch's Walk | The Witch's Hat | 15% XP | |
Minor Adventure | - | one of: 5% XP, minor item, 150-300 cp, minor reputation bonus | |
Average (2 turns) 2d50+Prestige > 50 | |||
A Wreath of Ashes | Remembrance Ashes | 15% XP, minor item, 150-300 cp | |
Bound and Buried | Binding Rope | 15% XP, minor item, 150-300 cp | |
Skulls for Mother | Father's Teeth | 15% XP, 150-300 cp | |
Still as Stones | Mossy Rock × 5 | 15% XP, minor item, 150-300 cp | |
The Mourning Circle | Mourning Gloves | 15% XP, 150-300 cp | |
The Page Unturned | The Blind Monk's Venom | 15% XP, minor item | |
The Weaver's Song | Cloak of Comfort | 15% XP, 2 minor items, 150-300 cp | |
To the Waterline | Iverra's Diving Helmet | 15% XP, 150-300 cp | |
Average Adventure | - | two of: 10% XP, average item, 150-300 cp, average reputation bonus | |
Major (3 turns) 2d50+Prestige > 75 | |||
A Curse of Cold Clay | Remembrance of Life's Warmth | 25% XP, average item, 500-1000 cp | |
A Whistling in the Reeds | Red Reed Wand | 25% XP, average item, 500-1000 cp | |
Ring Finger | Nîdhen's Finger | 25% XP, 500-1000 cp | |
St. Ifen's Knot | Ifen's Cradle | 25% XP, minor item, 500-1000 cp | |
The Celebrant's Dirge | Celebrant's Gloves | 25% XP, average item, 500-1000 cp | |
The Unworn Path | Patchwork Boots | 25% XP, average item | |
What the Well Holds | Swaddling Sheet | 25% XP, 300-750 cp | |
Major Adventure | - | two of: 15% XP, average item, 500-1000 cp, average reputation bonus | |
Grand (4 turns) 2d50+Prestige > 100 | |||
A Place of Great Silence | The Looking-Inward Chime | 35% XP, major item, 750-2000 cp | |
Lavender and Lye | Lavender Wreath | 35% XP, major item, 1-2 average items | |
Lovers' Light | Copper Lover's Ring, Silver Lover's Ring |
35% XP | |
The Crossed Eye | Crossed Patch | 35% XP, major item, average item, 750-2000 cp | |
The Wax Maker | The Helwax Mold | 35% XP, major item, 750-2000 cp | |
They Who Woke the Stars | Constellated Cloak | 35% XP, major item | |
Grand Adventure | - | two of: 20% XP, major item, 2 average items, 750-2000 cp, major reputation bonus | |
Legendary (5 turns) 2d50+Prestige > 125 | |||
A Solitary Mark | Marked Amulet | 50% XP, grand item, major item, 1000-3000 cp | |
At the Edge of All Known Things | Amaia's Codex | 50% XP, grand item, major item, 1000-3000 cp | |
Liminal Spaces | Ethereal Helm | 50% XP, grand item, 1-2 major items, 1000-3000 cp | |
The Coal Eater | Blighted Coals | 50% XP, grand item, major item, 1000-3000 cp | |
The Glass Tree | Glittering Gauntlets | 50% XP, grand item, major item, 1000-3000 cp | |
Legendary Adventure | - | three of: 25% XP, grand item, 2 major items, 3 average items, 1000-3000 cp, grand reputation bonus |
Which adventures you get, is determined as follows:[13]
- Each turn, the game rolls for an event.
- If that event is Adventure (and you don't already have an active adventure), then the game rolls two random numbers between between 1 and 50, adds them to the stronghold's current Prestige number, and uses this sum to determine the adventure category:
2d50 + prestige Adventure category 1-25 Tough luck, no adventure! 26-50 Minor 51-75 Average 76-100 Major 101-125 Grand 126+ Legendary - From the selected category, a random adventure is picked that hasn't been picked already. (You need to exhaust all unique adventures in one category to get a generic adventure.)
Attacks
Attacks are the most potentially dangerous of all stronghold events. Occasionally troublemakers (of various sorts) will decide to attack your castle. You will be warned ahead of time of any such attack, and are presented with three choices:
- Manual Resolve: Your party and hirelings battle the invaders. If you are not at your stronghold, you must return before you can select this option. This option usually results in the best outcome, although some of your hirelings may be killed.
- Auto-Resolve: Your hirelings battle the invaders without you. This usually results in the destruction of parts of your stronghold, which you will then have to rebuild, expending time and money. In the meantime, you lose their benefits.
- You can ignore the warning. If you continue to ignore it until the time runs out, an auto-resolve will happen.
Attack losses and frequency decrease with higher security. The threat of attacks is the most important reason to keep your security level as high as you can afford. [3]
Map Data
Enemies
Before completing The Old Watcher, Caed Nua is infested with a number of spirits impeding progress further in the keep.
- Shadow
- Phantom
- Will O'Wisp
- Flame Blight
- Small Flame Blight
Notable Loot
- Whispers of Yenwood - In a vase in the main keep.
Plants
Historical notes
- The Stronghold was a reward for the Kickstarter campaign reaching the $3.0 million stretch goal.
Gallery
- Stronghold barracks map.jpg
Map of the Barracks in ruined state
- Stronghold warden lodge map.jpg
Map of the Warden's Lodge in ruined state
- Stronghold great hall map.jpg
Map of the Great Hall in ruined state
- Stronghold-map.jpg
Map of the Stronghold in ruined state
References
References
- ↑ 1.0 1.1 1.2 1.3 1.4 Pillars Of Eternity - Manual
- ↑ Update #20: Lore Tidbits, Campaign Almanac, Big Ol' Stretch Goals, and... Environment Screenshot!
- ↑ 3.0 3.1 3.2 3.3 3.4 Update #63: Stronghold!
- ↑ Forum post by Josh Sawyer
- ↑ 5.0 5.1 Forum post by Josh Sawyer
- ↑ Update #62: Production 01 - State of the Project
- ↑ Interview with Josh Sawyer
- ↑ Forum post by Josh Sawyer
- ↑ Forum post by Josh Sawyer
- ↑ 10.0 10.1 10.2 Forum post by Josh Sawyer
- ↑ Forum post by Josh Sawyer
- ↑ Forum post by Josh Sawyer
- ↑ forum post by Aartz (Obsidian QA tester)